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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <stdlib.h>
#include "render/background.h"
#include "render/bake.h"
#include "render/camera.h"
#include "render/curves.h"
#include "device/device.h"
#include "render/film.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/osl.h"
#include "render/particles.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/svm.h"
#include "render/tables.h"
#include "util/util_foreach.h"
#include "util/util_guarded_allocator.h"
#include "util/util_logging.h"
#include "util/util_progress.h"
CCL_NAMESPACE_BEGIN
DeviceScene::DeviceScene(Device *device)
: bvh_nodes(device, "__bvh_nodes", MEM_TEXTURE),
bvh_leaf_nodes(device, "__bvh_leaf_nodes", MEM_TEXTURE),
object_node(device, "__object_node", MEM_TEXTURE),
prim_tri_index(device, "__prim_tri_index", MEM_TEXTURE),
prim_tri_verts(device, "__prim_tri_verts", MEM_TEXTURE),
prim_type(device, "__prim_type", MEM_TEXTURE),
prim_visibility(device, "__prim_visibility", MEM_TEXTURE),
prim_index(device, "__prim_index", MEM_TEXTURE),
prim_object(device, "__prim_object", MEM_TEXTURE),
prim_time(device, "__prim_time", MEM_TEXTURE),
tri_shader(device, "__tri_shader", MEM_TEXTURE),
tri_vnormal(device, "__tri_vnormal", MEM_TEXTURE),
tri_vindex(device, "__tri_vindex", MEM_TEXTURE),
tri_patch(device, "__tri_patch", MEM_TEXTURE),
tri_patch_uv(device, "__tri_patch_uv", MEM_TEXTURE),
curves(device, "__curves", MEM_TEXTURE),
curve_keys(device, "__curve_keys", MEM_TEXTURE),
patches(device, "__patches", MEM_TEXTURE),
objects(device, "__objects", MEM_TEXTURE),
objects_vector(device, "__objects_vector", MEM_TEXTURE),
attributes_map(device, "__attributes_map", MEM_TEXTURE),
attributes_float(device, "__attributes_float", MEM_TEXTURE),
attributes_float3(device, "__attributes_float3", MEM_TEXTURE),
attributes_uchar4(device, "__attributes_uchar4", MEM_TEXTURE),
light_distribution(device, "__light_distribution", MEM_TEXTURE),
lights(device, "__lights", MEM_TEXTURE),
light_background_marginal_cdf(device, "__light_background_marginal_cdf", MEM_TEXTURE),
light_background_conditional_cdf(device, "__light_background_conditional_cdf", MEM_TEXTURE),
particles(device, "__particles", MEM_TEXTURE),
svm_nodes(device, "__svm_nodes", MEM_TEXTURE),
shaders(device, "__shaders", MEM_TEXTURE),
object_flag(device, "__object_flag", MEM_TEXTURE),
lookup_table(device, "__lookup_table", MEM_TEXTURE),
sobol_directions(device, "__sobol_directions", MEM_TEXTURE)
{
memset(&data, 0, sizeof(data));
}
Scene::Scene(const SceneParams& params_, Device *device)
: device(device), dscene(device), params(params_)
{
memset(&dscene.data, 0, sizeof(dscene.data));
camera = new Camera();
dicing_camera = new Camera();
lookup_tables = new LookupTables();
film = new Film();
background = new Background();
light_manager = new LightManager();
mesh_manager = new MeshManager();
object_manager = new ObjectManager();
integrator = new Integrator();
image_manager = new ImageManager(device->info);
particle_system_manager = new ParticleSystemManager();
curve_system_manager = new CurveSystemManager();
bake_manager = new BakeManager();
/* OSL only works on the CPU */
if(device->info.has_osl)
shader_manager = ShaderManager::create(this, params.shadingsystem);
else
shader_manager = ShaderManager::create(this, SHADINGSYSTEM_SVM);
}
Scene::~Scene()
{
free_memory(true);
}
void Scene::free_memory(bool final)
{
foreach(Shader *s, shaders)
delete s;
foreach(Mesh *m, meshes)
delete m;
foreach(Object *o, objects)
delete o;
foreach(Light *l, lights)
delete l;
foreach(ParticleSystem *p, particle_systems)
delete p;
shaders.clear();
meshes.clear();
objects.clear();
lights.clear();
particle_systems.clear();
if(device) {
camera->device_free(device, &dscene, this);
film->device_free(device, &dscene, this);
background->device_free(device, &dscene);
integrator->device_free(device, &dscene);
object_manager->device_free(device, &dscene);
mesh_manager->device_free(device, &dscene);
shader_manager->device_free(device, &dscene, this);
light_manager->device_free(device, &dscene);
particle_system_manager->device_free(device, &dscene);
curve_system_manager->device_free(device, &dscene);
bake_manager->device_free(device, &dscene);
if(!params.persistent_data || final)
image_manager->device_free(device);
else
image_manager->device_free_builtin(device);
lookup_tables->device_free(device, &dscene);
}
if(final) {
delete lookup_tables;
delete camera;
delete dicing_camera;
delete film;
delete background;
delete integrator;
delete object_manager;
delete mesh_manager;
delete shader_manager;
delete light_manager;
delete particle_system_manager;
delete curve_system_manager;
delete image_manager;
delete bake_manager;
}
}
void Scene::device_update(Device *device_, Progress& progress)
{
if(!device)
device = device_;
bool print_stats = need_data_update();
/* The order of updates is important, because there's dependencies between
* the different managers, using data computed by previous managers.
*
* - Image manager uploads images used by shaders.
* - Camera may be used for adaptive subdivision.
* - Displacement shader must have all shader data available.
* - Light manager needs lookup tables and final mesh data to compute emission CDF.
* - Film needs light manager to run for use_light_visibility
* - Lookup tables are done a second time to handle film tables
*/
progress.set_status("Updating Shaders");
shader_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Background");
background->device_update(device, &dscene, this);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Camera");
camera->device_update(device, &dscene, this);
if(progress.get_cancel() || device->have_error()) return;
mesh_manager->device_update_preprocess(device, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Objects");
object_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Particle Systems");
particle_system_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Meshes");
mesh_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Objects Flags");
object_manager->device_update_flags(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Images");
image_manager->device_update(device, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Camera Volume");
camera->device_update_volume(device, &dscene, this);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Hair Systems");
curve_system_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Lights");
light_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Integrator");
integrator->device_update(device, &dscene, this);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Film");
film->device_update(device, &dscene, this);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Baking");
bake_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
if(device->have_error() == false) {
progress.set_status("Updating Device", "Writing constant memory");
device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
}
if(print_stats) {
size_t mem_used = util_guarded_get_mem_used();
size_t mem_peak = util_guarded_get_mem_peak();
VLOG(1) << "System memory statistics after full device sync:\n"
<< " Usage: " << string_human_readable_number(mem_used)
<< " (" << string_human_readable_size(mem_used) << ")\n"
<< " Peak: " << string_human_readable_number(mem_peak)
<< " (" << string_human_readable_size(mem_peak) << ")";
}
}
Scene::MotionType Scene::need_motion()
{
if(integrator->motion_blur)
return MOTION_BLUR;
else if(Pass::contains(film->passes, PASS_MOTION))
return MOTION_PASS;
else
return MOTION_NONE;
}
float Scene::motion_shutter_time()
{
if(need_motion() == Scene::MOTION_PASS)
return 2.0f;
else
return camera->shuttertime;
}
bool Scene::need_global_attribute(AttributeStandard std)
{
if(std == ATTR_STD_UV)
return Pass::contains(film->passes, PASS_UV);
else if(std == ATTR_STD_MOTION_VERTEX_POSITION)
return need_motion() != MOTION_NONE;
else if(std == ATTR_STD_MOTION_VERTEX_NORMAL)
return need_motion() == MOTION_BLUR;
return false;
}
void Scene::need_global_attributes(AttributeRequestSet& attributes)
{
for(int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++)
if(need_global_attribute((AttributeStandard)std))
attributes.add((AttributeStandard)std);
}
bool Scene::need_update()
{
return (need_reset() || film->need_update);
}
bool Scene::need_data_update()
{
return (background->need_update
|| image_manager->need_update
|| object_manager->need_update
|| mesh_manager->need_update
|| light_manager->need_update
|| lookup_tables->need_update
|| integrator->need_update
|| shader_manager->need_update
|| particle_system_manager->need_update
|| curve_system_manager->need_update
|| bake_manager->need_update
|| film->need_update);
}
bool Scene::need_reset()
{
return need_data_update() || camera->need_update;
}
void Scene::reset()
{
shader_manager->reset(this);
shader_manager->add_default(this);
/* ensure all objects are updated */
camera->tag_update();
dicing_camera->tag_update();
film->tag_update(this);
background->tag_update(this);
integrator->tag_update(this);
object_manager->tag_update(this);
mesh_manager->tag_update(this);
light_manager->tag_update(this);
particle_system_manager->tag_update(this);
curve_system_manager->tag_update(this);
}
void Scene::device_free()
{
free_memory(false);
}
CCL_NAMESPACE_END
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